System and method for controlling multiple user groups within a single virtual reality play area

ABSTRACT

A system for controlling player movement within a fixed virtual reality play area includes a plurality of panels defining an X by Y virtual reality play area, a transport area associated with the X by Y virtual reality play area and a virtual reality system. The virtual reality system displays a virtual reality environment to players. The virtual reality system divides the X by Y virtual reality play area defined by the plurality of panels into a plurality of virtual reality environment play areas. Each of the plurality of virtual reality environment areas comprises a portion of the virtual reality play area. The virtual reality system associates a first virtual reality player group with a first virtual reality environment play area of the plurality of virtual reality environment play areas and associates a second virtual reality player group with a second virtual reality environment play area of the plurality of virtual reality environment play areas. The first and second virtual reality player groups include at least one player member. The virtual reality system determines if the second virtual reality environment play area has been vacated by the second virtual reality player group. If the second virtual reality player group has not vacated the second virtual reality environment play area, the virtual reality system prevents entry of the first virtual reality player group into the second virtual reality environment play area from the first virtual reality environment play area. If the second virtual reality player group has vacated the second virtual reality environment play area, the virtual reality system enables entry of the first virtual reality player group into the second virtual reality environment play area from the first virtual reality environment play area.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation of U.S. patent application Ser. No.17/701,276, filed Mar. 22, 2022, entitled SYSTEM AND METHOD FOR HAPTICMAPPING OF A CONFIGURABLE VIRTUAL REALITY ENVIRONMENT (Atty. Dkt. No.EXPL60-35305), which is a continuation-in-part of U.S. patentapplication Ser. No. 17/062,928, filed Oct. 5, 2020, entitled SYSTEM ANDMETHOD FOR HAPTIC MAPPING OF A CONFIGURABLE VIRTUAL REALITY ENVIRONMENT(Atty. Dkt. No. EXPL60-35009), which is a continuation of U.S. patentapplication Ser. No. 16/355,218, filed Mar. 15, 2019, entitled SYSTEMAND METHOD FOR HAPTIC MAPPING OF A CONFIGURABLE VIRTUAL REALITYENVIRONMENT, now U.S. Pat. No. 10,796,492, issued on Oct. 6, 2020 (Atty.Dkt. No. EXPL60-34525), which is a continuation of U.S. patentapplication Ser. No. 15/991,686, filed May 29, 2018, entitled SYSTEM ANDMETHOD FOR HAPTIC MAPPING OF A CONFIGURABLE VIRTUAL REALITY ENVIRONMENT,now U.S. Pat. No. 10,255,729, issued on Apr. 9, 2019 (Atty. Dkt. No.EXPL60-34109), the specifications of which are incorporated by referencein their entirety.

TECHNICAL FIELD

The present invention relates to virtual reality environments, and moreparticularly, to a method for providing a configurable virtual realityenvironment model that a user may interact with in conjunction with avirtual reality environment.

BACKGROUND

Virtual reality systems have been greatly increasing in popularity andusage as the ability to create virtual worlds using computertechnologies have developed. Within a virtual reality system, a userwears some type of headset or viewing goggles which project a virtualworld for the user to see. Virtual reality systems may find uses invarious types of training for soldiers, police officers, firemen, etc.or within an entertainment environment such as a gaming or movie viewingsystem. Current virtual reality systems normally place the user in alocation where the user may freely move about without physicallytouching anything in the real world other than the floor. Thus, if theuser touches a wall or item in the virtual reality world they can seethis interaction through their virtual reality (VR) headset but the userdoes not physically feel anything in the real world.

One manner in which the virtual-reality experience has been improved forusers is the use of various types of haptic feedback. Items in a user'shand or mounted to their body may vibrate or shake in order to providephysical feedback similar to what is occurring within thevirtual-reality world. Another technique has been the creation of afixed set within the real world that in its physical configurationmimics the items that are being viewed in the virtual-reality world.Thus, for example, if the user was reaching out to touch a wall in thevirtual-reality world, the user would feel a physical wall in the realworld that would provide a further input such that the user did not onlysee themselves touching a wall but actually felt themselves doing so.The problem with creating these type of fixed per minute real worldsites are that the system is limited to a single map for operating withthe virtual-reality world and the requirements that the physical modelbe created at a fixed location that requires users to come from otherlocations in order to experience the VR world in this manner.

SUMMARY

The present invention, as disclosed and described herein, in one aspectthereof comprises a system for controlling player movement within afixed virtual reality play area includes a plurality of panels definingan X by Y virtual reality play area, a transport area associated withthe X by Y virtual reality play area and a virtual reality system. Thevirtual reality system displays a virtual reality environment toplayers. The virtual reality system divides the X by Y virtual realityplay area defined by the plurality of panels into a plurality of virtualreality environment play areas. Each of the plurality of virtual realityenvironment areas comprises a portion of the virtual reality play area.The virtual reality system associates a first virtual reality playergroup with a first virtual reality environment play area of theplurality of virtual reality environment play areas and associates asecond virtual reality player group with a second virtual realityenvironment play area of the plurality of virtual reality environmentplay areas. The first and second virtual reality player groups includeat least one player member. The virtual reality system determines if thesecond virtual reality environment play area has been vacated by thesecond virtual reality player group. If the second virtual realityplayer group has not vacated the second virtual reality environment playarea, the virtual reality system prevents entry of the first virtualreality player group into the second virtual reality environment playarea from the first virtual reality environment play area. If the secondvirtual reality player group has vacated the second virtual realityenvironment play area, the virtual reality system enables entry of thefirst virtual reality player group into the second virtual realityenvironment play area from the first virtual reality environment playarea.

BRIEF DESCRIPTION OF THE DRAWINGS

For a more complete understanding, reference is now made to thefollowing description taken in conjunction with the accompanyingDrawings in which:

FIG. 1 illustrates a user interacting with a haptic feedback steeringwheel;

FIG. 2 illustrates a user in a VR headset physically interacting with awall;

FIG. 3 illustrates a map of a physical room that may be created for auser in a VR world to interact with while interacting in the VR world;

FIG. 4A illustrates a flooring system of a configurable VR environmentmodel;

FIG. 4B illustrates the cross brace and cross brace mounting hole withinan I-beam;

FIG. 5 illustrates a wall panel support structure of a configurable VRenvironment model;

FIG. 6 illustrates a base support of the wall panel of FIG. 5 ;

FIG. 7 illustrates a side support of the wall panel of FIG. 5 ;

FIG. 8 illustrates a wall panel having a surface skin placed over thesupport structure;

FIG. 9 illustrates a wall panel having particular textures appliedthereto;

FIG. 10 illustrates various sized wall panels;

FIG. 11 illustrates a perspective view of a cam-lock clamp;

FIG. 12 illustrates a cam-lock clamp inserted within cam-lock holes inwall panels;

FIG. 13 illustrates the manner in which wall panels and floor panels areinterconnected with each other in the configurable VR environment model;

FIG. 14 illustrates various junction connections for wall panels;

FIG. 15 illustrates a 90° support member for interconnecting wallpanels;

FIG. 16A illustrates an angled support member for interconnecting wallpanels;

FIG. 16B illustrates a perspective view of a hinged vertical supportmember;

FIG. 16C illustrates an end view of the hinged vertical support member;

FIG. 17 illustrates an example of a configurable VR environment modelconstructed using wall panels and floor panels;

FIG. 18 illustrates a top view of a configurable VR environment model;

FIG. 19 illustrates the manner in which a configurable VR environmentmodel may be generated;

FIG. 20 illustrates a flow diagram describing the manner for creation ofthe configurable VR environment model;

FIG. 21 illustrates a flow diagram describing the manner in which acustomer would order a configurable VR environment model;

FIG. 22 illustrates a system for generating a plan and parts list for aconfigurable VR environment model responsive to provided VR world data;

FIG. 23 illustrates the manner in which a VR system and a configurableVR environment model interact with a user;

FIG. 24 illustrates a further embodiment for implementing sensors andphysical world interactions with a user in the configurable VRenvironment model;

FIG. 25 illustrates a wall panel with a control system interface;

FIG. 26 illustrates a wall panel having communications links with othercomponents;

FIG. 27 illustrates a flooring portion with an associated registrationgrid;

FIG. 28 illustrates a manner for expanding a virtual reality (VR)environment using a defined X by Y playing environment,transport/transition module and a VR system;

FIG. 29 illustrates the X by Y play environment including an externaltransport/transition module;

FIG. 30A illustrates the X by Y play environment including an internaltransport/transition module;

FIG. 30B illustrates the X by Y play environment showing movement withinthe X by Y area that simulates movement over a much larger area;

FIG. 31 illustrates the manner in which a VR system may generatemultiple VR pathways within the X by Y VR environment;

FIGS. 32A-B illustrate a flow diagram illustrating the process forutilizing the X by Y play environment to generate an expanded VRenvironment;

FIG. 33 illustrates the use of a X by Y play environment that issubdivided into smaller quadrants;

FIG. 34 illustrates a flow diagram of the manner for controllingmovement of individuals between the quadrants of the X by Y playenvironment illustrated in FIG. 33 ;

FIGS. 35A-B illustrate flow diagrams of processes for controlling playermovement within a quadrant of the X by Y play environment illustrated inFIG. 33 ;

FIG. 36 illustrates a general representation of a virtual-reality mapconsisting of a plurality of tile segments;

FIG. 37 illustrates a group of three tile segments from which avirtual-reality map can be formed;

FIG. 38 illustrates a first configuration of tile segments to form avirtual-reality map;

FIG. 39 illustrates a second configuration of tile segments to form avirtual-reality map; and

FIG. 40 illustrates a third configuration of tile segmentsinterconnected using a connector interface to form a virtual-realitymap.

DETAILED DESCRIPTION

Referring now to the drawings, wherein like reference numbers are usedherein to designate like elements throughout, the various views andembodiments of a system and method for haptic mapping of a configurablevirtual reality environment are illustrated and described, and otherpossible embodiments are described. The figures are not necessarilydrawn to scale, and in some instances the drawings have been exaggeratedand/or simplified in places for illustrative purposes only. One ofordinary skill in the art will appreciate the many possible applicationsand variations based on the following examples of possible embodiments.

Referring now to FIG. 1 , there is illustrated a first manner in whichvirtual-reality worlds have interacted with the real world using hapticfeedback. Within a haptic feedback system, a user 102 receives physicalfeedback from a device that they are in contact with during thevirtual-reality experience. In FIG. 1 , the user 102 is holding asteering wheel 104. In order to simulate driving an actual vehicle andreceive feedback through the steering wheel 104 that simulates driving avehicle, the steering wheel 104 will shake as shown generally at 106.The shaking movement simulates the feel that a user would receivethrough a steering wheel 104 of an actual vehicle. The shaking 106 ofthe steering will 104 would be synchronized with events occurringthrough the virtual-reality (VR) headset 108 such that when a user 102saw something through the headset 108, they would also feel somethingrelated to what they saw through the steering wheel 104.

FIG. 2 illustrates a further manner in which a user 202 interacts with avirtual-reality environment through a headset 204. Normally, within avirtual-reality system, the user 202 sees the virtual-reality worldthrough the headset 204. Within the actual physical world, the user 202is placed within an open room or area so that the user will notphysically touch items in the real world that would conflict with theimages being presented to the user in the virtual-reality world throughthe headset 204. Thus, while the user 202 may see particular eventsthrough the headset 204 they do not “feel” the events they are seeing.In order to overcome this shortcoming, virtual-reality systems have beenpaired with a physical environment in a manner referred to as hapticmapping. Within this environment, physical elements 206 such as walls,windows, tables, doors, etc. are located within a physical area andthese physical items are located at a same position as they arepresented within the virtual-reality world that the user 202 is viewingthrough the headset 204. Thus, when the user 202 reaches out with theirhand and places their hand on a wall within the virtual-reality world,the user would also feel the actual wall 206 that has been placed withinthe physical space surrounding the user. Thus, the user 208 wouldexperience a more immersive experience as they would both see and feelthe virtual-reality experience. These physical models generated byexisting virtual-reality systems are permanently created in fixedlocations that require the virtual-reality systems users to experienceonly a single virtual-reality model because only a single physicalenvironment is available with which the user can interact. Overheadcameras in the physical space allow mapping of the virtual headsets tothe physical world.

A more detailed illustration of a configurable VR environment model 302is illustrated in FIG. 3 . A top-down view of a configurable VRenvironment model 302 of a room is illustrated. The room includes fourwalls 304 enclosing an interior area 306. One wall 304 defines a door308 enabling entry into and exit from the interior area 306 of the room.Another wall 304 defines a window 310 which would enable the user 314 tofeel a window which they were looking out of in the virtual-realityenvironment. The room configuration also includes a table or counter 312within the interior area 306 that may be physically interacted with byvirtual-reality users 314 that are moving about the room. Finally, acloset 316 is defined in one corner of the room via another set of walls318. The closet 316 may be accessed via a second door 320.

Within this configurable VR environment model 302, the users 314 maymove about the interior area 306 of the room. The physical structureenables the users 314 to actually touch walls 304 that they see withinthe VR world, pass through doors 308, 320 seen within the VR world, feelwindows 310 that they are looking out of within the VR world andinteract with structures such as tables or counters 312 located withinthe interior of the room. This provides the user 314 with a much moreimmersive VR experience as they are able to both see the VR worldthrough their VR headset and feel a related item within the physicalworld.

In order to provide variety to the users 314, the ability to provide aconfigurable VR environment model 302 is necessary. Otherwise, the users314 would be required to always play a same physical model that couldnever be changed. This would limit the entertainment factor in a gamingtype environment as the user 314 would become bored with the environmentafter a certain number of game plays. Within a virtual-reality trainingenvironment, it is often necessary to configure an environment to aparticular situation for which a group of individuals is training. Ifthe group is only allowed train up on a single fixed physicalenvironment, the benefits of the training are greatly limited. Thus, theability to provide a varied environment and varied training scenarioswill provide much greater training benefits to all individuals involved.

In order to provide the configurable VR environment model, thestructures must provide ease of configurability between the modelcomponents. Referring now to FIG. 4A, there is illustrated the floorconfiguration. The floor configuration consists of a plurality ofaluminum I-beams 402. The I-beam 402 comprises an I-shaped aluminummember that defines a plurality of holes 404 within the central portion406. In one embodiment, the holes comprise two inch holes that areseparated by 28 inch centers. The holes 404 enable for a wireless chasebetween sections. Thus, wires necessary for operating electroniccomponents of the VR system and associated configurable VR environmentmodel may run below the floor without interfering with gameplay ortraining protocols.

Referring now also to FIG. 4B, there is more particularly illustratedthe cross brace 410 and associated cross brace slot 408. The cross brace410 comprises an L-shaped aluminum member that includes a ¼ inch hole412 located a distance from the end of the cross brace 410 at theconnection axis of the two portions of the L-shaped cross brace. Thecentral portion 406 of the I-beam 402 further defines a cross brace slot408. The cross brace slot 408 defines a L-shaped opening large enough toreceive the L-shaped cross brace 410. The cross brace slot 408 defines apin 414 extending upward from the bottom angle connection point of theL-shaped slot. When the cross brace 410 is inserted into the cross braceslot 408, the pin 414 engages the hole in the cross brace slot 408. Thelocking pin 414 engages the hole 412 within the cross brace 410 tomaintain the cross brace in a fixed position with respect to the I-beam402. In one embodiment, the cross braces 410 maintain I-beams 402 at 24inch centers. When multiple cross braces 410 are located in severalplaces along the length of a pair of I-beams 402, a fixed flooring panelsection is established. By tying several flooring panel sectionstogether, a configurable VR environment model floor is established.

The I-beam 402 has a base member 416 which rest on the floor. A topmember 418 has an aluminum bar 420 welded thereto. In one embodiment thealuminum bar comprises a ½ inch by three-quarter inch aluminum bar withthe three-quarter inch surface being welded to the top member 418. Analuminum cargo track 422 is welded to the top surface of the aluminumbar 420. The aluminum cargo track 422 comprises a rectangular memberdefining an opening or slot therein along the longitudinal axis thereof.The aluminum cargo track 422 is welded to the top surface of thealuminum bar 420 along the bottom surface of one of the long sides ofthe rectangular aluminum cargo track. The top surface of the oppositelong side of the rectangular aluminum cargo track 422 defines a slot 424along the length of the cargo track. The slot includes a plurality ofcam openings 426. The cam openings 426 are large enough to receive a camdisk from the cam lock clamp which will be more fully discussedhereinbelow with respect to FIGS. 11 and 12 . The cam openings 426 areset on a 2 inch center. This enables a high level of precision andgranularity when placing wall panels to create configurable VRenvironment models on the floor sections. Once inserted through the camopenings 426, a cam disk may be moved to a narrow portion of the slotbetween the openings to clamp an item in place.

Flooring within the floor sections consists of one inch plywood decking428 that is laid on top of an edge of the top members 418 of the I-beams402 between the aluminum cargo tracks 422. The thickness of the plywooddecking 428 is such that the top surface of the plywood decking will belevel with the top surface of the aluminum cargo track 422. While thediscussed embodiment describes the use of plywood decking 428, othertypes of decking material may be utilized for the flooring as long asthe material is strong enough to support the weight of individualswalking on the decking surface and light enough to enable thereconfiguration of the floor paneling by a single individual.

Once the flooring sections are established within the configurable VRenvironment model, various wall panels may be configured on the flooringsurface. Referring now to FIG. 5 , there is illustrated a wall panel502. Each wall panel 502 consists of a base member 504, two side members506, a top member 508 and cross braces 510. The base member 504, shownalso in FIG. 6 , is a C-shaped aluminum beam including a base portion604 and two side portions 606. The base portion 604 defines a pluralityof elliptical slots 602. The elliptical slots 602 enable the base member504 to be moved to a variety of positions along the longitudinal axis608 of the C-shaped aluminum beam. The base member 504, side members 506and top member 508 are welded together at their ends to form arectangularly shaped wall panel 502 and the ends of cross braces 510 arewelded to opposite corners of the rectangle in order to provide angularsupport to the wall panel structure.

Each wall panel 502 includes a pair of side members 506 that alsocomprise C-shaped aluminum beams as shown in FIG. 7 . As with the basemember 504, each side member 506 includes a base portion 702 and twoside portions 704 within the C-shaped aluminum beam. The base portion702 further defines a number of connecting slots 706 for interconnectingthe wall panels 502 with adjacent wall panels or other types of verticalsupporting members. The slots 706 are configured to receive a cam diskof the cam block clamp (see FIG. 11 ) and include an opening forinserting a cam disk and slot for receiving the cam shaft. Theembodiment shown in FIGS. 5 and 7 include three connecting slots 706 forinterconnecting the wall panels 502, but one skilled in the art willappreciate that additional, or fewer, slots may be utilized forinterconnecting the wall panel with adjacent structures. The connectingslots 706 will be at a consistent placement with respect to adjacentwall panels 502 such that a cam lock clamp may be placed through alignedconnecting slots 706 of adjacent side members 506 to enable connectionstherebetween.

As shown in FIG. 8 , once the structural frame of the wall panels 502have been created, covering panels 802 are connected to each side of thewall panel over the wall panel frame defined by the base member 504,side members 506, top member 508 and cross braces 510. The coveringpanel 802 defines a number of openings 804 therein. The openings 804along the side members 506 enable for movement and positioning of thewall panel 502 when it is being moved between locations or positionedinto a configurable VR environment model. An opening 804 along thebottom of the wall panel 502 near the base member 504 is used forsimilar purposes. The covering panels 802 additionally include aplurality of holes 806 therein forming a grid across the entire surfaceof the covering panel 802. The holes 806 are separated on a ¼ inch up toany size centers that will fit within the covering panel 802. Thecovering panels 802 are connected to the wall panel frame via connectors805. The plurality of holes 806 enable various textures and items to beconnected to the wall panel 502 or formed as an integral part thereof.Thus, by utilizing pegs on the backside of an item, the pegs may beinserted through the holes on the covering surface 802 to enable theitem to be affixed to the wall. The material affixed to the wall maycomprise textures such as a rock or wood wall, a window or other type ofopening outline, or may be used for providing a shelf, mantle for afireplace or any other texture which would need to be simulated withinthe real world to provide tactile feedback to a user in the VR worldconsistent with what they are viewing in the virtual world.

Referring now to FIG. 9 , there is illustrated the manner in whichtextures may be inserted into the covering panel 802 using the pluralityof holes 806 on the surface thereof. In FIG. 9 , a window 902 has beencreated on the wall panel 502. The window 902 consists of a rectangularframe structure and cross pieces for creating a model of a window frame.Additionally, a shelf 904 has been inserted into the wall panel 502 toprovide a surface below the window which may be touched or have itemsplaced there on. The shelf 904 could additionally have items 906 placedthere on that a user may interact with but the items 906 would need tobe placed within a specific registered location of on the shelf 904 suchthat the item can be specifically located within the VR world beingpresented to the user through their VR headset. The item 906 could beregistered by being placed within a specific location on the shelf 904or alternatively, could include some type of transmitting device thatenabled the system to determine a position of the item when it moveswithin the VR world in much the same manner that position of individualsinteracting with the VR world have their position tracked.

The wall panels 502 may be constructed in a variety of sizes in order toaccommodate differing virtual-reality environment models as shown inFIG. 10 . Wall panels 502 may be 3″×45″×96″ 1002; 3″×22.5″×96″ 1004;3″'12″×96″ 1006 or any other applicable size. Each of the wall panels1002, 1004 and 1006 comprises the panel frame 1008 covered by a pair ofpanel coverings 1010. The covering panels 1010 comprise vacuum formedtextured panels that may be quickly changed using panel quick connectfasteners 1012 to provide differing wall surface textures to suitvarious configurable VR environment models. The varying size wall panelsenable the modeling of a variety of different configurable VRenvironment models for use with differing types of VR worlds.

While the above descriptions have envisioned a wall panel 502 includingrigid base members 504, side members 506 and top members 508, the wallpanel may also be construct did using flexible members that may betemporarily or permanently bent to a curved position. In this manner,the base member 504 and top member 508 could be curved to represent acurved representation in the configurable VR environment model such as acolumn, tree trunk or other curved surface. Additionally, the sidemembers may also be flexibly bent in the vertical axis to create acurving surface such as a dome or archway rising above or away from theuser in the virtual-reality environment. In this manner, curved surfacesmay also be created in the configurable virtual-reality environmentmodel rather than just being limited to planar surfaces. Alternatively,some or all of the base member 504, top member 508 and side members 506may be constructed from rigid curved members to provide the same curvedinfrastructure in a more permanent form.

The wall panels 502 and I-beams 402 of the floor unit are interconnectedusing connecting clamps. Referring now to FIGS. 11 , there is an exampleof a particular embodiment of a clamp comprising a cam-lock clamp 1102.The cam-lock clamp 1102 comprises a base plate 1104 and a cam-lock disk1106 located on a bottom side of the base plate 1104. The cam-lock disk1106 fits through openings in for example the aluminum aircraft cargotrack 422 of the I-beam 402 and the side members 506 of the wall panels502. After being inserted through the openings, the cam-lock disk 1106may be locked down on surfaces located between the cam-lock disk and thebase plate 1104. The cam-lock disk 1106 is locked in place using a lever1108. In the unlocked or raised position the lever 1108 surfaces maymove freely between cam-lock disk 1106 and the base plate 1104. When thelever 1108 is in the locked or lowered position, the cam-lock disk 1106and base plate 1104 will securely clamp to any surface located betweenthe cam-lock disk and the base plate.

The manner of use of the cam-lock clamp 1102 is more fully illustratedin FIG. 12 , wherein there is illustrated a cam-lock clamp 1102 insertedthrough locking holes 1202 of a wall panel. The locking hole 1202includes a cam hole 1204 and slot 1206. The cam-disk 1106 of thecam-lock clamp 1102 is inserted through the cam holes 1204 of the wallpanels and is lowered into the slot 1206 while the lever 1108 is in theopen or unlocked position. After the clamp 1102 is moved into the slot1206, the lever 1108 is moved to the locking position. This causes thecam disk 1106 to clamp together with the base plate 1108 and secure theside members of the wall panels together.

Referring now to FIG. 13 , the wall panels 502 and I-beams 402 may beinterconnected with each other utilizing the cam-lock clamps 1102. Thewall panels 502 are connected to the I-beams 402 by placing the slots602 of the base member 504 of the wall panel over a particular camopening 426 within the cargo track 422 of the I-beam 402. As discussedpreviously, the cam openings 426 are separated by two inch centers. Thisenables the wall panels 502 to be positioned in two-inch incrementsenabling a high level of precision in the wall panel placement. When thewall panel 502 is located in a desired location and the slot 602 isaligned with one of the cam openings 426, a cam-lock clamp 1102 isplaced such that the cam-lock disk 1106 inserts through one of thecam-lock holes 426. The lever 1108 of the cam block clamp 1102 may thenbe moved to a lock position in a narrower portion of the cargo track 422to clamp the base member 504 of the wall panel 502 to the floor. Thebase plate 1104 of the cam-lock clamp 1102 and the cam disk 1106 clampthe base member in the cargo track 422 between them to securely fastenthe wall panel member 502 to the floor. The two inch centers of the camopenings 426 enable the wall panels 502 to be placed in horizontal,vertical and angled orientations with respect to the cargo tracks 422and provide a variety of levels of configurability of the wall panels.The combination of the openings 426 within the cargo tracks 422 and theslots 602 of the base members 504 allow for a great deal of movementflexibility in the placement of the wall panels 502. The large number ofopenings 426 within the floor cargo tracks 422 allow the placement ofthe wall panels 502 at a large number of locations and in a variety oforientations with respect to the tracks. The slots 602 allow for a largedegree of movement along the axis 602 of the base member to allow thewall panel placement to be finely tuned to meet the requirements of theconfigurable VR environment model.

The side members 506 of the wall panel 502 may interconnect with otherwall panels or vertical support members 1302 as will be more fullydescribed hereinbelow. The side members 506 interconnect with other wallpanels 502 or vertical support members 1302 using the cam-lock clamps1102. With the lever 1108 in the unlocked position, the cam-lock disk1106 is located in a position that will pass through the openings 804within the side members 506 or vertical support members 1302. Thecam-lock member 1106 may then be moved to a position that will not passthrough the opening 804 and the lever 1108 is moved to the lockingposition. This locks the side members 506′s or vertical support member1302 between the base plate 1104 and cam-lock member 1106 to helpmaintain the wall panel 502 in an upright position.

Referring now to FIG. 14 , there is provided more detailed informationregarding the manner for interconnecting side members 506 of wall panels502. FIG. 14 illustrates a number of interconnected wall panels 502 in a90° connection 1402, a T-Junction connection 1404 and an angledconnection 1406. The 90° connection 1402 and T-junction connections 1404are achieved using a vertical support member 1502 as shown in FIG. 15 .The vertical support member 1502 comprises a rectangular member 1506made from aluminum tubing. Each of the four sides of the rectangularmember 1506 defines multiple cam openings 1504 therein for receiving thecam disk 1106 of the cam-lock clamp 1102. The rectangular member 1506may have a side member 506 of a wall panel 502 clamp thereto usingcam-lock clamp 1102. The openings 1504 of the rectangular member 1506are positioned to align with corresponding openings 706 of the sidemembers 506 of the wall panel 502. Thus, by inserting the cam disk 1106through the aligned holes 706 and 1504 placing the lever 1108 in thelocking position, multiple cam-lock clamps 1102 may be used to securewall panels 502 in a 90° connection 1402.

In a similar manner, a T-junction connection 1404 may be achieved usingthe vertical support member 1502. In the case of a T-junction connection1404, the rectangular member 1506 has wall panels 502 connected to threesides thereof. As before, the holes 1504 within the vertical supportmember 1502 are aligned with corresponding openings 706 of a side member506 of a wall panel 502. A cam-lock clamp 1102 is inserted through thealigned holes and locked into place to lock the wall panel in an uprightposition. In a similar manner to that described with respect to theT-Junction connection 1404, wall panels 502 could also be connected toeach side of the vertical support member 1502 to provide a four wallpanel intersection connection if needed.

An angled connection 1406 utilizes an angled vertical support member1602 as illustrated in FIG. 16A. The angled vertical support member 1602comprises a triangular member 1604 including three sides. Either two ofthe sides, or all three of the sides define openings 1606 therein. Eachof the openings 1606 align with a similar opening 504 within the sidemember 1506 of the wall panel 502. A cam-lock clamp 1102 is insertedthrough the aligned holes and the lever moved to the lock position tosecure the wall panel 502 with the angled vertical support member 1506.The angle provided by the angled connection 1406 of FIG. 14 comprises a22.5° angle connection. However, angles of various other degrees mayalso be implemented within the angled vertical support member 1506 thatare consistent with the two inch centers provided by the I-beams.

Referring now to FIGS. 16B and 16C there is illustrated a further mannerfor interconnecting wall panels 502 together. Rather than directlyconnecting the side members 506 together or connecting the side memberto a vertical support member 1502 or angled vertical support member1602, a hinged vertical support member 1620 may be utilized. The hingedvertical support member 1620 comprises first and second U-shapedaluminum members 1622 having a base portion 1624 and two side portions1626 extending perpendicularly from each edge of the base portion. TheU-shaped aluminum members 1622 are interconnected by a hinge mechanism1628. The hinge mechanism 1628 comprises a first plate 1630 thatconnects to a side portion 1626 of a first U-shaped aluminum member 1622and a second plate 1632 that connects to a side portion of a secondU-shaped aluminum member. The first plate 1630 and second plate 1632 areconnected at a rotating connection 1634.

The base portion 1624 of the U-shaped aluminum members 1622 defines aplurality of connection holes 1636 therein. The connection holes 1636comprise the hole and slot configuration as described above with respectto the wall panel side members 506 that are placed and sized to alignwith the corresponding connection holes located on the side members 506of a wall panel 502 or the vertical support members. The connectionholes 1636 on the U-shaped aluminum members 1622 are aligned with thecorresponding connection holes on the side panel 502 or vertical supportmembers and interconnected with each other using a clamping mechanism1102. Once connected, the wall panel may be moved along an axis 1638 tobe placed at any desired angle between 0° and 90°. While FIGS. 16B and16C have illustrated the use of a single hinge mechanism 1624, inalternative embodiments a separate smaller hinge mechanism may beseparately located on the U-shaped aluminum members 1622 rather thanusing a single hinge mechanism.

Using the above described components for designing a configurable VRenvironment model, a structure such as that provided in FIG. 17 may beprovided. A structure comprising a plurality of full-size wall panels1702 is provided that creates an exterior wall. A small closet area isdefined by panels 1704. An interior wall is provided by a pair offull-size panels 1706 and a 22 and a half-inch panel 1708 and 12 inchpanel 1710. Support members provide for both 90° corner connections at1712A and 1712B and a T-junction at 1712C. Finally, 22.5° angle cornersare provided at angled vertical connectors 1714. The angled cornersallow for a more gradual change in direction of the wall. Once the wallpanels have been erected, the coverings may be placed over the supportstructures in order to provide the desired wall textures.

FIG. 18 provides a top-down view of the structure created in FIG. 17 .The exterior walls 1802 are created by a series of interconnected wallpanels that are connected at a 90° connection using a vertical supportmember at point 1804. A small closet is created by panels 1806 providedvia a T-junction using a vertical connection member at point 1808 and a90° connection using a vertical support member at point 1810. Panels1812 comprise smaller size wall panels as described hereinabove toprovide the door opening 1814. A curved wall structure is provided usinga series of wall panels 1816. The panels forming the curve areinterconnected via angled vertical supports at points 1818. The angledvertical supports provide a 22.5° angle between adjacent panels toprovide the slowly curving/angled surface. Utilizing the slots withinthe base members of these wall panels and the holes within the track ofthe I-beams of the floor, the wall panels 1816 may be placed in adesired fashion to provide the curving wall structure. Finally, anadditional closet structure is provided using panels 1820 that areinterconnected via vertical connection members at points 1822.

The configurable VR environment model illustrated with respect to FIGS.17 and 18 has the advantages of being quickly built, broken down andreconfigured by a single individual. The quick release clampingmechanisms and aluminum support structure enable the components to beeasily moved by the single individual without requiring the use of largecrews for building, breakdown and reconfiguration. Additionally, thedesign of the components does not require the use of any specializedtools for building the configurable VR environment model. The flooringsections comprised of the I-beams 402, cross braces 410 and panels 428may be put together by hand without the need for any specializedtooling. The wall panels 502 and vertical support members may be placedand interconnected with each other using only the panels, verticalsupport members and clamping mechanisms. This ease of building andreconfigurability by a single individual without requirements ofspecialized allow for the creation of a variety of configurable VRenvironment models that enable the VR system to be utilized in a varietyof gaming and training environments that are ever-changing anddeliverable to a variety of locations.

The configurable components described hereinabove provide a number ofbenefits to enable the creation of a configurable virtual-realityenvironment that when paired with a virtual-reality system that displaysa virtual-reality environment to a user through a VR headset provide amuch more immersive user experience due to the ability to view thevirtual-reality world through the headset and feel the virtual-realityworld through the configurable VR environment model. The creation of theconfigurable VR environment model may be achieved as generally shown inFIG. 19 . VR world data 1902 describing things such as locations ofwalls, doors, windows and other physical structures within a VR worldmay be paired with information regarding the configurable components1904, such as wall panel, floor I-beam, vertical support structures,etc. described hereinabove to enable the generation of the configurableVR environment model 1906. Upon generation of the model 1906 items suchas a parts list of the configurable components 1904 may be created inorder to build the environment model for use by individuals.

Referring now to FIG. 20 , there is illustrated a flow diagram of aprocess for creating the configurable VR environment model using thesystem described herein. Initially, at step 2002 data relating to the VRworld to be modeled is received. This information may be physicallydelivered to a location that provides the configurable VR environmentmodel components or this information could be downloaded via a websiteor some other type of network connection. This data comprisesinformation defining the physical structures within the VR world thatmay have physical components modeled therefore using the describedconfigurable components. The received VR world data is used to map atstep 2004 a real world model that represents the VR world componentsthat would the displayed to a user through a VR headset. The hardwarenecessary to create the real world model is determined at step 2006.This process would involve the determination of the wall panels 502,I-beams 402, vertical support members 1502, angled vertical supportmembers 1602 and wall panel coverings 1010 necessary for building theconfigurable VR environment model that has been generated responsive tothe provided VR data. The determined hardware components are pulled atstep 2008 to enable the building of the configurable VR environmentmodel. The pulled hardware and instructions for building the generatedconfigurable VR environment model are delivered to a location in whichthe VR system and model are to be configured. This can comprise abusiness location, remote location or any other physical site havingsufficient area for setting up the configurable VR environment model.The configurable real world environment model is built at step 2012 toprovide the physical aspect to the virtual-reality world environmentpresented to users through, for example, some type of VR headset.

FIG. 21 is a flow diagram describing the process from the viewpoint of acustomer that would be ordering the configurable VR environment modelfor installation at a location of their choosing. The customer initiallyuploads their virtual-reality data describing the world they wish tocreate a physical model for at step 2102. Responsive to the provided VRdata using the procedure more fully described respect to FIG. 20 , theinformation necessary to generate the configurable VR environment modelis generated and provided back to the customer such that the hardwarelist and associated instructions for the model are received by thecustomer at step 2104. The customer reviews the list and model and ifdesiring to continue, proceeds to order the necessary hardware forbuilding the configurable VR model at step 2106. The customer receivesthe can hardware and configurable model plan at step 2108 responsive totheir order that enables them to build the configurable VR environmentmodel at step 2110 in accordance with the provided plan using theprovided hardware components.

Referring now to FIG. 22 , there is illustrated a functional blockdiagram of a system for generating a VR environment model plan and partslist in accordance with the system described hereinabove with respect toFIGS. 20 and 21 . The VR environment model plan generation system 2202includes a VR system interface 2204 that provides a connection toreceive virtual-reality world implementation data from a VR system. Thisdata would provide information relating to structures such as walls,doors, windows, etc. within the virtual-reality world for which aconfigurable VR environment model must be created. The VR datadownloaded from the VR system is mapped from the virtual reality word tothe real world using the Game to Plan Mapping functionality 2205. TheGame to Plan Mapping functionality takes the VR world information andmaps it to an implementation in the physical world. Thus the mappingfunctionality would determine that a physical wall was located at aparticular point, that a door was located a predetermined distance fromone end of the wall, that a second wall is located a predeterminednumber of feet from this wall, etc.. The mapping functionality 2205wouldgenerate sufficient indexing and reference points between all of thestructures within the VR world such that the same structures can bedescribed within the physical world. This process can be accomplishedfor any gaming environment, VR or otherwise. A configurable hardwaredatabase 2206 provides data with respect to all of the availablecomponents for building a configurable VR environment model. Thedatabase 2206 would include information on the wall panels, I-beams,sensors, tactile feedback devices and other type of components which areavailable for use in the building of the configurable VR environmentmodel. Various ones of these components have been discussed hereinabove,however it should be realized that other types of components may beutilized.

A configurable VR environment plan generator 2208 utilizes informationprovided from the Game to Plan Mapping functionality relating to thephysical mapping of the virtual-reality environment to the physicalworld and the available hardware components from the configurablehardware database 2206 to generate a plan for a configurablevirtual-reality environment model. The plan would illustrate theplacement of floor section components, wall panels, vertical membersupports, angled vertical supports and other physical components thatprovide a physical model of the virtual-reality world illustrated in thevirtual-reality data that has been provided. The plan will illustratethe placement of these real-world components such that user may receivetactile response when touching a wall that has been placed in a physicallocation to correspond to a wall projected to the user through thevirtual-reality system. The plan would designate the particularcomponents to be utilized in constructing the model and illustrate theirplacement with respect to other components in the model. This wouldenable an individual to easily construct the designated configurable VRenvironment model.

The parts list generator 2210 utilizes information from the generated VRenvironment plan provided by the environment plan generator 2208 and theavailable hardware components from the database 2206 to generate acomplete parts list. The parts list would comprise a list of wall panelsand their associated sizes, the number of I-beams and cross braces, thenumber of panel coverings of particular textures and other availablecomponents that would be necessary for constructing the configurablevirtual-reality environment model according to the plan generated by theplan generator 2208. The parts list would list the number of itemsgrouped by type and provide the necessary number of components forimplementing the plan. The parts list provided by the parts listgenerator 2210 enables an individual constructing a configurable VRenvironment model to confirm that they had the components necessary forconstructing the model, or enable the company providing the componentsto have a list to work from for pulling the hardware that is to beprovided to a customer for the construction of a particular VRenvironment model. The model plan generated by the environment plangenerator 2208 in the parts list generator 2210 may be provided for useby an individual through an output interface 2212. The output interface2212 may connect to a display, printer, network connection, etc.depending upon the manner in which the data that has been generated isto be utilized.

Referring now to FIG. 23 , there is illustrated the manner in which theabove systems interact with each other to provide a more immersivevirtual-reality experience to users 2302. A VR system 2304 generates aVR world that is projected as images to a headset 2306. The visual VRworld projected to the headset 2306 from the VR system 2304 enables theuser 2302 to visually discern the virtual-reality world elements thatare being projected into the headset. Combined with the visual dataprovided to the user 2302 through the headset 2306, the configurable VRenvironment model 2308 may be interacted with by the user 2302. Theconfigurable VR environment model 2308 allows the user 2302 tophysically touch the structures that are visually discerned within theheadset 2306 to provide a more immersive virtual-reality experience. Theconfigurable VR environment model 2308 is constructed based upon dataprovided from the VR system 2304 that enables the placement of thephysical structures in a manner that will correspond with the userinteractions within the virtual-reality world displayed within theheadset 2306. Thus, the user can both touch and see the virtual-realityworld that is being experienced.

In addition to providing the physical structures such as floors, walls,doors and windows that a user may tactilely interact with in theconfigurable VR environment model, further feedback may be provided to auser using a combination of sensors and physical feedback as shown inFIG. 24 . A user 2402 wearing a virtual-reality headset 2404 approachesa structure of the configurable VR environment model such as a wall2406. Sensors detect the user 2402 as they approach the 2406. Thesensors may take the form of a floor mounted pressure sensor 2408 thatis actuated when a user physically stands upon the pressure sensor or,alternatively, a proximity sensor 2410 may detect the presence of theuser 2402 as they approach a structure such as a wall 2406. Theproximity sensor 2410 may utilize RF or optical feedback signals fordetecting the presence of the user 2402. The pressure sensor 2408 orproximity sensor 2410 upon detection of an approaching user 2402provides an actuation signal to an environmental feedback device 2412.Upon receipt of the actuation signal, the environmental feedback device2412 will provide an environmental output 2414 that interacts with theuser 2402. The environmental feedback device 2412 may comprise anynumber of devices such as a fan for blowing air on the user 2402, a heatlamp for projecting heat waves toward the user, a spray bottle forsquirting a liquid on the user or any other similar type devices.

In this manner, the user 2402 is able to experience a simulatedenvironmental interaction caused by approaching a particular structure.Thus, if the user 2402 was approaching a window the sensors 2408, 2410could detect the user's presence and turn on a fan that blows air on theuser simulating a breeze coming through the window. Alternatively, ifthe user were approaching a fire in the VR world, the sensors 2408, 2410connecting the proximity of the user could turn on a heat lamp to causethe user to experience the heat from the fire. Similarly, the spraybottle could be used for spraying water on a user who was near anopening during a rainstorm or running water that might splash onto theuser based upon their position within the virtual-reality world. Thecombination of sensors and environmental feedback devices 2412 furtherimprove the immersive experience of the user within the virtual-reality.The sensors 2408, 2410 may also be used to control the environmentalfeedback devices 2412 to provide other types of feedback such as makinga wall panel feel warm or cold to the touch to better reflect theinformation being provided through the VR headset 2404.

The individual wall panels 502, as described hereinabove, may beconfigured to include sensors and other environmental feedbackcomponents to provide an improved virtual-reality experience to the userinteracting with a wall panels. As shown in FIG. 25 , each of the wallpanels 502 can include an interface 2502 enabling interconnect abilityof the wall panel with a centralized control system. A power connection2504 provides a standard power connection to provide electrical power toall electrical and electronic components interconnected with a panelnetwork 2506. The power connection 2504 may be used to provide power tosensors 2410 or environmental feedback components 2412 such as thosedescribed with respect to FIG. 24 that are implemented within the wallpanel 502. The interface 2502 may further include a communicationsinterface 2508 that allows for wired connection to a standardcommunications interface such as an RJ-45 connector such that electronicopponents within panel network 2506 of the wall panel 502 may beaddressed from an external controller through the communicationsinterface. In addition to, or alternatively a wireless interface 2510may be utilized to provide communications between the panel network 2506and an external system controller. The wireless interface 2510 mayimplement any wireless communications protocol such as Wi-Fi.

Referring now also to FIG. 26 , there is illustrated the manner in whicha central controller 2602 may have individual communication links 2604with wall panels 502. Each of the wall panels 502 would include one ormore Internet accessible components 2606. These Internet accessiblecomponents 2606 could comprise individual devices such as sensors orenvironmental feedback devices such as those described earlier or sometype of central control device associated with the panel network 2506implemented on a particular panel 502. This would provide an Internet ofthings (IOT) type of communication between the central controller 2602and the Internet accessible devices 2606. The communication links 2604may comprise either wired or wireless communication links between thecentral controller 2602 and the Internet capable devices 2606. Thisconfiguration enables the central controller 26 a two communicate withparticular Internet accessible components 2606 within the configurableVR model responsive to positioning of a user within the system. Thus, ifa user was determined to be close to a Internet accessible device 2606comprising a fan, the central controller 2606 could turn on the fan toblow a breeze on to the user as they were shown walking past a window ordoorway within the VR world. This would allow control of various tactilefeedback components within the configurable VR environment based uponthe determined user positioning that did not necessarily rely uponsensors as described with respect to FIG. 24 . Each of the Internetaccessible components 2606 would be independently addressable items thatmay be individually and specifically contacted by the central controller2602.

Referring now also to FIG. 27 , there is illustrated a flooring portion2702 of a configurable VR environment model that has been constructedfor a particular VR world. The flooring portion 2702 is divided in to agrid consisting of predetermined size squares that provide a map of thefloor portion 2702. Each line of the grid is associated with identifiersA through G along one axis and identifiers 0 through 10 on a secondperpendicular axis. The identifiers may comprise any component as longas they uniquely identify a physical location within the floor portion2702. The grid may be based upon particular locations within the cargotracks 422. In this manner, when a wall panel 520 is placed upon thefloor portion 2702 the corners of the base members of the wall panelsmay be registered according to a grid location that the wall panelcorner is most closely located. In this manner, each wall panel 502within the configurable VR environment model may have a registeredphysical location associated there with, and a addressable networklocation associated there with that may be accessed via the centralcontroller 2602. This provides a unique and specific mapping between thephysical components of the configurable VR environment model in thevisual elements provided in the virtual-reality world.

Utilizing the described system, a configurable physical VR environmentmodel may be quickly assembled by an individual providing a VRenvironment to a user for gaming or training purposes. Due to theconfigurable nature of the VR environment model, the game or trainingprocess can be changed to reflect new parameters and not be limited toone implementation. This provides a great deal more of flexibility thatis much more entertaining within the gaming environment and much moreinstructive with respect to the training environment.

Referring now to FIG. 28 , there is illustrated a manner for creating anexpanded VR environment 2802 utilizing a combination of a physical X byY environment 2804, a transport/transition module 2806 and a VR system2808. The physical X by Y environment 2804 creates an area consisting offloor panels defining the X by Y virtual reality (VR) area and wallpanels that are placed around the edges of the X by Y area defined bythe floor panels. The floor panels and wall panels used to create thephysical X by Y area may comprise those panels configured as describedhereinabove or any other floor and wall panel configurations enablingconstruction of the physical X by Y area. As will be described in moredetail hereinbelow, the physical X by Y area defined by the wall panelsin the floor panels facilitate indexing for the VR system 2808. Itshould be understood that, once an individual is in a VR world, anyphysical barriers are not visible to them.

The transport/transition module 2806 provides an area either external tothe X by Y area 2804 or within the X by Y area that may be used to givethe VR user an impression within the virtual reality environment thatthey have moved from one location to another location or from one areato another area. The transport/transition module 2806 may appear withinthe VR world to comprise an elevator, aircraft, etc. that appears tomove the VR user between the areas/locations. The VR system 2808generates the VR world for display to a user through a headset, goggles,glasses etc. that enables the VR user to view and hear the virtualreality environment. The VR system 2808 utilizes the physical X by Yenvironment 2804 to move the VR user through the virtual reality worldto various haptic feedback devices 2810. The haptic feedback devices2810 may be reused multiple times within the virtual reality environmentin order to provide the user the expanded VR environment 2802. This isachieved by the VR system 2808 providing multiple VR environments to theVR user within the physical X by Y environment 2804. Each of themultiple VR environments will define different pathways to a same hapticdevice 2810 in order to provide the VR user with the illusion ofinteracting with different haptic devices 2810 within different VRenvironments even though the same devices are being repeatedly used. Themultiple uses of the haptic devices 2810 within the multiple VRenvironments presented within the fixed physical X by Y environment 2804provides the user with the illusion of the expanded VR environment 2802.These multiple VR environments presented within the physical X by Yenvironment is achieved by the VR movement using thetransport/transition module 2806.

Referring now to FIGS. 29 and 30A-B, there are illustrated the variousimplementations of the physical environment 2804 and thetransport/transition module 2806. FIG. 29 illustrates an implementationwherein the physical VR environment 2804 includes a transport/transitionmodule 2806 located external to the defined X by Y area of the physicalenvironment 2804. The physical environment 2804 includes the multiplefloor panels (in this case 12) 2902 comprising the floor area of thephysical X by Y environment 2804. The floor panels 2902 are covered by adecking as described hereinabove to describe the limits of the X by Yphysical environment 2804, noting that any or all of these floor panels2902 could have a haptic feedback function associated therewith. The Xby Y area is enclosed by a number of wall panels 2904 located along theperipheral edges of the combined floor panels 2902. The wall panels 2904define the edge limits past which a VR user may not physically passwhile within the VR experience within the associated VR world. As usedherein, the VR world is defined as a space within which the VRexperience is situated for an individual. This VR world may actually becreated so that it does not extend beyond the physical space defined bythe wall panels 2904. However, it is possible that the VR world, as itappears to a user within the VR experience, could extend beyond thephysical edge limits associated with and defined by the wall panels2904. The VR world will have to be constructed such that the user withinthe VR experience would not be encouraged to travel in the VR worldbeyond some VR boundary. For example, there could be a virtual walkwayin the VR world that would pass by a much larger area beyond a virtualwall that lined the virtual walkway. The user could, in the VRexperience, view this much larger part of the VR world, but jumping overthe virtual wall would result in the user possibly colliding with thewall panels 2904. It is also possible to patch together multipledifferent VR worlds from other VR systems. For example, there could beone VR world within a physical space located in one location in thecountry and another VR world within a physical space located in anotherlocation of the country. These two disparate VR worlds could be linkedtogether as a single VR world, wherein the VR experience is sharedbetween the two disparate VR worlds. A participant in the VR experiencein one of the VR worlds could actually see and virtually interact with aparticipant in the VR experience in the other of the VR worlds, with thelimitation that they could not travel across the two VR worlds. Each ofthe participants can see the other participant and virtually interactwith them but just cannot travel within the same physical space uponwhich the respective VR world is mapped onto.

One or more haptic feedback devices 2906 are associated with particularwall panels 2904. The haptic feedback devices 2906 may comprise anynumber of functionalities such as those described hereinabove including,but not limited to, switches, fans, squirt bottles, heat generators,etc. that may provide a VR user with a physical feedback based uponactions that are occurring within the VR environment. The wall panels2904 may also be configured to include door openings 2908 which may beused for an individual to enter the physical X by Y environment 2804.The transport/transition module 2806 may be connected at a panellocation 2910 such that the transport/transition module is locatedoutside of the X by Y area defined by the wall panels 2904. Thetransport/transition module 2806 includes panels 2904 defining sides ofthe module and includes one open side enabling entry into the X by Yphysical area 2804 through panel location 2910.

FIG. 30A illustrates an alternative embodiment wherein the physical VRenvironment 2804 includes a transport/transition module 2806 locatedexternal to the defined X by Y area of the physical environment 2804.The physical environment 2804 includes the multiple floor panels (inthis case 12) 3002 comprising the floor area of the physical X by Yenvironment 2804. The floor panels 3002 are covered by a decking asdescribed hereinabove to define the limits of the X by Y physicalenvironment 2804. The physical X by Y area is enclosed by a number ofwall panels 2904 there located along the edges of the combined floorpanels 2902. The wall panels 2904 define the edge limits past which a VRuser may not pass while within the VR experience. In a similar manner tothat described in FIG. 29 , one or more haptic feedback devices 3006 areassociated with particular wall panels 2904. The haptic feedback devices3006 may comprise any number of functionalities such as those describedhereinabove including, but not limited to, switches, fans, squirtbottles, heat generators, etc. that may provide a VR user with aphysical feedback based upon actions that are occurring within the VRenvironment. The wall panels 3004 may also be configured to include dooropenings 3008 which may be used for an individual to enter the physicalX by Y environment 2804. The transport/transition module 2806, ratherthan describing a module that is located external of the X by Y area,may be located at an area within the X by Y area as shown generally at3014, and may be located as one of the floor panels or a subset of thearea of floor panels. The transition/transport area 3014 may comprise arumble plate or other movement mechanism located within a floor panel3002 or subset of a floor panel for providing an area that may transfera VR user from one VR environment to another VR environment within thesame physical space.

Referring now to FIG. 30B, there is illustrated a further embodiment ofthe manner in which larger areas may be represented within the X by Yenvironment 2804 that does not make use of a transport module. Thephysical environment 2804 includes the multiple floor panels (in thiscase 12) 3032 comprising the floor area of the physical X by Yenvironment 2804. The floor panels 3032 are covered by a decking asdescribed hereinabove to define the limits of the X by Y physicalenvironment 2804. The physical X by Y area is enclosed by a number ofwall panels 3034 there located along the edges of the combined floorpanels 3032. The wall panels 3034 define the edge limits past which a VRuser may not pass while within the VR experience. In a similar manner tothat described in FIG. 29 , one or more haptic feedback devices 3036 areassociated with particular wall panels 3034. The haptic feedback devices3036 may comprise any number of functionalities such as those describedhereinabove including, but not limited to, switches, fans, squirtbottles, heat generators, etc. that may provide a VR user with aphysical feedback based upon actions that are occurring within the VRenvironment. In this case, the VR system presenting the VR environmentto a user defines a circuitous pathway 3020 within the X by Yenvironment 2804 in order to give the illusion of a much larger areawithin the defined limits of the X by Y environment 2804. In this case,the pathway 3020 provides multiple turns and passes back over itselfwithin the X by Y environment 2804 in order to simulate travelingthrough a much larger area before coming in contact with the hapticdevice 3036. By following the circuitous path 3020, a player may assumethey have traveled throughout a much larger area within the virtualreality environment rather than being limited to the physical X by Yenvironment 2804.

Referring now to FIG. 31 , the expanded VR environment 2802 describedwith respect to FIG. 28 is provided within the physical X by Y area 2804using a combination of the transport module transport/transition module2806, haptic device 2810 and control of the VR environment by the VRsystem 2808. The VR system 2808 generates a first VR environment 3102and a second VR environment 3104 that are displayed to a VR user througha headset, goggles, glasses, etc. while they are located within thephysical X by Y environment 2804 and the transport/transition module2806. The environments are displayed to the VR user at different timesto provide the illusion that the actual VR environment through which theVR user is moving is located in a much larger area than the areaencompassed by the physical X by Y area 2804 and thetransport/transition module 2806. Upon entering the physical X by Y area2804, the first VR environment 3102 would be displayed to the VR user.This would happen for example when the user entered through a door. Thefirst VR environment 3102 is displayed to the user until they enter thetransport/transition module 2806. In one embodiment, thetransport/transition module 2806 would simulate the operation of anelevator. The doors of the elevator would close and when opened againwould display the second VR environment 3104 which could compriseanother level of the virtual environment that the user was experiencing.The user would then explore the second VR environment 3104 upon exitingthe transport/transition module 2806 into the physical X by Y area 2804.Again, all of this occurs within the edge limits of the physical X by Yarea.

The display of the differing VR environments 3102 and 3104 also enablesthe system to make multiple uses of a same haptic feedback device 2810.For example, if the haptic feedback device 2810 comprised a switch orlever of some sort, the user upon entering the physical X by Y area 2804through a door would be guided through a first virtual-reality pathway3106 from the door to the haptic device 2810. After actuating the switchor lever comprising the haptic device 2810, the user would then beguided back to the transport/transition module 2806 within the VRenvironment 3102. It is noted that the haptic device 2810 is a passivedevice in that it can be physically experienced by the VR user but theprogram in the VR system 2808 in association with cameras that aredisposed within the VR glasses worn by the VR user would actuallydisplay some visual depiction of the haptic device and opticallyregister the interaction. The purpose of this is that it would then notbe necessary to have some type of actual feedback from the haptic deviceto the VR system 2808. Although it is envisioned that there could be aphysical feedback to the VR system 2808 from any haptic device 2810, oneembodiment of the operation does not provide for such. For example, ifthe haptic device 2810 has an opening through which the player wouldinsert their arm to experience spiders crawling on their arm afterinsertion thereof, the VR system 2808 would display within the virtualworld some visual depiction of the haptic device, for example, anopening having spiders crawling all around the VR displayed outsidesurface and optically indexed to that haptic device 2810 such that thephysical position of the physical haptic device 2810 is mapped to thevirtual world. The virtual system 2808 would then optically recognizethat the VR user had inserted their arm into the opening. There is nofeedback or sensor to indicate that the arm was actually inserted withinthe opening but, rather, just an optical indication of such. VR system2808 could then have a direct connection to the opening in order toactually activate the function of that haptic device 2810 or,alternatively, the haptic device could automatically locally senseinsertion of the arm and be activated. In an alternate embodiment, therecould be actual feedback between the haptic device 2810 and VR system2808.

After being guided back to the transport/transition module 2806, thetransport/transition module would then virtually transition the VR userto another environment/level in the VR world and upon exiting thetransport/transition module 2806, the VR system would display the secondVR environment 3104. The second VR environment 3104 would define asecond VR pathway 3108 that took the VR user from thetransport/transition module 2806 back to the haptic device 2810 througha different pathway than that previously used. From the perspective ofthe VR user, the VR user would be interacting with a virtually differentswitch within the VR environment even though they were moving throughthe same general physical X by Y area 2804 to the same haptic feedbackdevice 2810. In this manner, by making multiple uses of the same hapticfeedback device 2810 and the same physical X by Y area 2804, a much moreexpansive virtual reality environment may be perceived by the VR userthan would be possible using only a single room, single environmentexperience. While the above example has been described with respect tothe haptic feedback device 2810 comprising a switch or lever, it shouldbe appreciated that the haptic feedback device may comprise any type ofhaptic feedback device such as a rumble plate located on the floor, aspray bottle, fan, a heat blower, etc.

Referring now to FIGS. 32A-B, there is illustrated the process forconfiguring and operating an expanded virtual reality environment 2802using the system and method described herein. Initially the physical Xby Y area must be assembled by first assembling a plurality of floorpanels 3202. These are interconnected in a manner similar to thatdescribed hereinabove with respect to the configurable virtual realityenvironment. After the floor panels are assembled, the plurality of wallpanels are assembled around the peripheral edges defined by theassembled floor panels. A transport/transition module 2806 may then beplaced at step 3206 with respect to the assembly of floor panels andwall panels. The transport/transition module may comprise either themodule such as that illustrated in FIG. 29 that is located on theexterior of the X by Y area or be located within the X by Y area. Next,one or more haptic feedback devices are located within the X by Y areaon either the wall panels or floor panels depending upon the type ofhaptic feedback that is being provided. Once the physical areaassociated with the virtual-reality experience has been assembled, theVR system 2808 generates the first VR environment defining the first VRpathway therein to lead a user toward a haptic device at step 3210. Thegenerated first VR environment is then displayed to the user at step3212 through their headset, goggles, glasses etc. in order to enable theVR user to experience the VR environment within the limits of theprovided physical X by Y area. Inquiry step 3214 determines whether theVR user has entered the transport module within the firstvirtual-reality environment. If not, the VR system continues to displaythe first VR environment to the VR user. Once inquiry step 3214determines that the VR user has entered the transport/transition module,the VR system generates the second VR environment that defines a secondpathway that is different from the first pathway of the first VRenvironment to direct the VR user from the transition/transport moduleto the haptic feedback device at step 3216. This second VR environmentis then displayed to the user through the headset/goggles/glasses of theuser. The process for displaying different virtual-reality environmentsto a user upon entering and exiting the transport/transition module maycontinue for a number of iterations in order to provide multiple VRlevels within a particular expanded VR environment. The process iscompleted at step 3220.

The virtual-reality environments displayed to a VR user utilizing thephysical X by Y area environment may be used in any number ofsituations. The system may be utilized in the entertainment environmentto enable users to play games and activities for entertainment purposes.The system may also be used in a training environment to train soldiers,policemen, firefighters, doctors, etc. for various possibilities thatmay arise in the real world. Additionally, the system could be used in atrade show environment to enable vendors to display and demonstratetheir products in a virtual reality environment that allows customers tohave a more immersive experience.

While the above example has been described with the use of the systemhaving configurable floor panels and wall panels as describedhereinabove, the system may also be assembled using only wall panels orby placing the haptic feedback devices and transport/transition modulein existing physical floors and walls. In one embodiment, VR glasses areutilized and indexing is facilitated by having a certain random patternof random lines disposed on the wall panels. Cameras on the VR glassescan recognize these random patterns in order to recognize the actualphysical boundaries. In this manner, a VR user with these VR glassesbecomes “untethered” with respect to the VR system 2808, i.e., they arefree roaming. This differs compared with the tethered systems wherein auser utilizing VR glasses has the VR glasses connected to a processorvia some cable, or the such. The cable can be such that the user mustremain in a fixed or seated position, or the cable may be long enough toallow the user some ability to roam.

Referring now to FIG. 33 , there is illustrated an X by Y area 3302 thatis subdivided into four separate virtual quadrants 3304. Each of thevirtual quadrants 3304 may be accessed by an external physical door 3306or a virtual central transport module 3308. Using the single X by Y area3302 players may be presented with multiple different virtual-realityenvironments within each of the quadrants 3304. Thus, the VR users inquadrant 3304A could be presented with a first virtual-reality room of ahaunted house. The VR users would enter through the door 3306A and movethroughout a first virtual-reality environment represented only withinquadrant a 3304A. Each of the VR users would exit the quadrant 3304A byentering into the transport area 3308 that would simulate an elevator orsome other type of means for moving the VR user from one virtual realityenvironment to the next and then enable the VR user to enter quadrant B3304B to begin play within the new virtual reality environment distinctfrom that in quadrant A. In a similar manner VR users would proceedonward to quadrant C 3404C and quadrant D 3404D as play within each ofthe particular quadrant areas was completed.

A single group of players may be within each of the quadrants 3404 ofthe X by Y area 3302 during gameplay. Thus, a first group of VR userswould be experiencing a first virtual-reality environment in quadrant3304A, a second group of VR users would be experiencing a second virtualreality environment in quadrant 3304B, a third group of VR users wouldbe experiencing a third virtual reality environment in quadrant 3304Cand a fourth group of VR users would be experiencing a fourthvirtual-reality environment in quadrant 3304D. This allows for a greaterthroughput of VR users using a single X by Y area 3302. Since multipleVR users are being utilized with and each of the quadrants 3304 theremust be a process for controlling the flow of VR users between quadrantssuch that only the same group of VR users are present within aparticular quadrant at a particular time. Gameplay problems will ariseif multiple groups of VR users were present within a same quadrantwherein each of the different groups of VR users were utilizing adifferent virtual-reality environment.

Referring now to FIG. 34 , there is illustrated a flow diagramdescribing one process for controlling the movement of VR users betweeneach of the quadrants in a manner that will enable only a single groupof players to be present within a particular quadrant at a particularpoint in time. The process is initiated at step 3402 and inquiry step3404 determines whether quadrant D 3304D is currently empty. If thequadrant 3304D is not empty, step 3406 prevents new VR users fromentering into quadrant D and may encourage movement of individuals fromquadrant D as will be more fully described herein below with respect toFIG. 35 . Control passes back to step 3404 to again determine whetherquadrant D is empty. When inquiry step 3404 determines that quadrant Dis empty, the system enables entry into quadrant D at step 3408 by newVR users. The process continues and inquiry step 3410 determines whetherquadrant C 3304C is currently empty. If the quadrant 3304C is not empty,step 3412 prevents new VR users from entering into quadrant C and mayencourage movement of VR users from quadrant C as will be more fullydescribed herein below with respect to FIG. 35 . Control passes back tostep 3408 to again determine whether quadrant C is empty. When inquirystep 3410 determines that quadrant C is empty, the system enables entryinto quadrant D at step 3414 by new VR users.

Inquiry step 3416 next determines whether quadrant B 3304B is currentlyempty. If the quadrant 3304B is not empty, step 3418 prevents new VRusers into quadrant B and may encourage movement of VR users fromquadrant B as will be more fully described herein below with respect toFIG. 35 . Control passes back to step 3416 to again determine whetherquadrant B is empty. When inquiry step 3416 determines that quadrant Bis empty, the system enables entry into quadrant B at step 3420 by newVR users. Finally, inquiry step 3422 determines whether quadrant A 3304Ais currently empty. If the quadrant 3304A is not empty, step 3424prevents new VR users into quadrant A and may encourage movement of VRusers from quadrant A as will be more fully described herein below withrespect to FIG. 35 . Control passes back to step 3422 to again determinewhether quadrant A is empty. When inquiry step 3422 determines thatquadrant a is empty, the system enables entry into quadrant A at step3428 by new VR users. The process is completed at step 3430.

It is noted that, when a group of VR users is physically present in oneof the quadrants and interacting with the associated VR world createdfor that quadrant, it is important that exit from that quadrant requiresall of the VR users in that group to enter the transport/transitionmodule 3308. The transport/transition module 3308 could be a virtualelevator, wherein the doors would virtually close after all of thevirtual users in that group have entered the transport/transitionmodule. The virtual elevator would then give the impression that it wasmoving and then the door opens into the next of the quadrants into adifferent virtual world. The transport/transition module 3308 could alsobe created such that a light flashes with the image going completelywhite and then a new virtual world opening into the next quadrant. Froma flow process, the goal of the system is to ensure that multiple VRusers in one quadrant are not allowed to move to the next quadrant untilthe next quadrant has been cleared of any virtual users occupying thatquadrant.

Referring now to FIG. 35A there is illustrated a flow diagram of aprocess for one manner of encouraging VR users to move in a particularlocation or direction in order to move them out of a particular quadrantand into another or out of the X by Y area. It should be realized thatother techniques may be used for moving VR users in a desired direction.The process is initiated at step 3502 and the present position of the VRuser within the VR environment is determined at step 3504. Inquiry step3506 determines if the position of the VR user indicates movement to adesired position or movement in a particular direction. If movement intoa desired position or in a particular direction is not present, the VRenvironment around the VR user may be darkened and a light made brighterin a desired direction of movement that the system wishes to have the VRuser move at step 3510. If inquiry step 3506 determines the VR user isin a desired position or moving in a desired direction of movement, theVR system may brighten the environment and provide a brighter light in adesired direction of VR user movement at step 3508. Inquiry step 3512determines if the VR user has reached a desired location and if not,control passes back to step 3504 to again determine the VR userposition. If inquiry step 3512 determines that the desired destinationhas been reached and the process is completed at step 3510. The aboveprocess of darkening an environment when a player moves away from adesired direction of gameplay and lightens the environment as the usermoves toward the desired direction of gameplay may be utilized in any ofthe quadrants 3304 in order to encourage a desired gameplay direction.These techniques could be used in association with any of steps 3406,3412, 3418 and 3424 of FIG. 34 in order to encourage VR user movement indesired directions.

Referring now to FIG. 35B, there is illustrated a flowchart depicting analternate process for encouraging flow through the virtual world. Asdescribed hereinabove, it is desirable that VR users do not occupy aparticular virtual war for more than a finite amount of time. Forexample, in a game such as an escape room, VR users are allowed to moveinto a first quadrant and be presented with a first challenge. As soonas possible the VR users as a group in that particular quadrant completethe challenge, they can then move on to the next quadrant. However, theparticular virtual world depicted in FIG. 33 only has four quadrantsand, therefore, can only accommodate four groups of VR users at any onetime. It is thus important to control the flow through each of thequadrants, wherein each quadrant in this example escape room mustpresent each group with a unique challenge with the desire by theoperator of the system that the challenge be completed within a certainwindow of time. Say, for example, that the time to flow through all fourquadrants is set at a goal of 40 minutes. That would mean that eachgroup of VR users would occupy any one quadrant for approximately 10minutes. However, this requires that the challenge be completed withinthat 10 minute goal. The challenge could be designed such that this wasachievable, but each group of VR users is by definition different sincethey are all comprised of individuals with a different way of solving orapproaching a challenge.

In one example shown in FIG. 35 , the process is initiated at a Startblock 3516 and then proceeds to a decision block 3518 to determine ifall of the VR users have entered a particular quadrant. Once complete,the process flows to a function block 3520 along a “Y”path of functionblock 3522, wherein the VR experience is parameterized for thisparticular quadrant. This parameterization of a particular quadrant isan operation that creates the virtual world that is presented to the VRusers in that particular group and that particular quadrant that isassociated with the challenge presented thereto. For example, there maybe 10 items that must be discovered in a particular order within thatparticular “VR room” associated with the challenge. This might requireopening virtual drawers, looking under virtual objects until the objectsare found. However, as will be described here below, this is a dynamicoperation.

Once parameterized, the process flows to a function block 3524 in orderto begin the challenge and then the process flows to a decision block3526. In decision block 3526, a determination is made as to whether thefirst goal is met. This is Goal A. In each VR room, it is possible thatit was made known to the VR users in the group that instructions will befound on a piece of virtual paper. The first step and instruction wouldbe to, for example, find a key. Thus, all of the VR users in that groupwould search for Key. If the goal is met, the program follows along the“Y” path to a second decision block 3528 associated with a second goal,Goal B. However, until the Goal A in decision block 3526 is met, theprocess will flow along the “N” half to a timeout block 3530 todetermine if this particular step in the process is taking too long. Ifnot, the program flows along a “N” path back to the input of thedecision block 3526. However, when a certain amount of time has elapsedthat is set by the overall process, it is possible to reconfigure thesystem. As an example, consider that the key in the first step isoriginally disposed within a virtual drawer in the right side of theroom. If the key is not found by one of the VR users opening thatvirtual drawer within the pre-allotted amount of time, the system can bereconfigured such that the key will appear under the next object or areaexamined by any of the VR users. The program associated with the VRexperience is just re-parameterized in this situation. This isillustrated in the function block 3532. Once reconfigured, the processflows back to the input of the decision block 3526 to determine if oneof the VR users has recognized that the key exists under the object orarea examined. If not, a further reconfiguration can be made, such asflashing the key once found.

There is a timeout block 3530 and reconfigure block 3532 associated witheach of the goal decision blocks. Each of the goal decision blocks willcontinue until reaching a final goal decision block 3536 for the lastgoal, the Goal “N.” Once his last goal has been met, the process flowsalong the “Y” path from the decision block 3536 to a function block 3540in order to instruct all of the VR users to go to thetransport/transition port. The process associated with FIG. 35A can beused to motivate the VR users in the particular group to move to thetransport/transition module. In addition to adjusting a time for eachgoal, it is possible to actually increase or decrease the goals requiredfor each challenge. It may be that the goals would be increased in theevent a group ahead of the particular group has not completed theirchallenge in the next quadrant. If a particular group of VR users ishaving a difficult time with the challenge, the number of goals could bereduced. For example, if the group ahead of them had completed theirchallenge and had already moved the next quadrant, it might be that thenext goal to be completed by the current group constitutes a completionof a challenge. It is important to provide a sufficient amount of timefor the VR users in a particular group to appreciate a particular VRexperience in a particular quadrant without pushing them through toofast, but it is also important that they do not “linger” in anyparticular quadrant. Once in the transfer/transition part, the processflows to be Continue block 3542 to allow the group of VR users toproceed to the next quadrant.

The ability to uniquely tailor various virtual-reality maps to aparticular physical environment would provide the unique ability toconfigure any virtual reality map to the configuration of an existingphysical site in which an individual VR user would interact whenexperiencing the virtual reality map. The physical area may comprise alarge open area that may have various support columns therein which mustbe accounted for within the virtual-reality mapping. Additionally,smaller size areas may be used that have differing shapes that may notdirectly fit with one embodiment of a virtual-reality map. One mannerfor dealing with the variations between virtual-reality maps andavailable physical space is illustrated with respect to FIGS. 36-40 .

FIG. 36 illustrates a general representation of a virtual-reality map3602. The virtual-reality map 3602 is made up of a plurality of tilesegments 3604. Each of the tile segments 3604 may represent anindividual room of a larger virtual-reality environment oralternatively, could represent a portion of a larger virtual-realityroom. Each of the tiles 3604 represent an individual portion of a largeroverall virtual-reality map 3602. Each of the tiles 3604 may beindependently moved to a new location and be associated with other tiles3604 of the virtual-reality map 3602 in different spatialconfigurations. Thus, for example, FIG. 36 illustrates a variety oftiles 3604 arranged in an adjacent row and column configuration wereeach tile directly abuts 2 to 4 other tiles depending upon its locationwithin the virtual-reality map 3602. Each of the individual tiles 3604is independently movable with respect to the other tiles within thevirtual-reality map 3602. Thus, the tiles may be arranged in the row andcolumn configuration illustrated in FIG. 36 , in a horizontal linearconfiguration, in a vertical linear configuration or in any otherarrangement that enables an interface between two adjacent tiles to bephysically located. If two tiles 3604 are not directly adjacent toenable a door or other means of interface between the tiles in the VRworld, connection interfaces such as hallways, pathways, etc. may beused to provide generic connections between the virtual-reality areasrepresented by two separate tiles. This will be more fully describedherein below. In this manner, the tiles 3604 may be arranged to have therepresented VR world map fit within the constraints of a physical spacethat is available for use of the virtual-reality system such that VRusers of the virtual-reality system will not run into physical barrierswithin the physical space such as a support column or wall.

To more particularly illustrate the use of multiple tiles 3604 within avirtual reality map 3602, FIG. 37 illustrates a simplified version ofthe virtual-reality map 3602 consisting of three separate tiles 3604.Each of the tiles 3604 represent an individual room or area within aparticular virtual-reality map 3602. As shown in FIG. 38 , the tiles3604 can be arranged in a horizontal linear configuration wherein tile 2is placed directly adjacent to tile 1 and tile 3 is placed directlyadjacent to tile 2 in a horizontal linear configuration. Tiles 1 and 2interact with each other through an interface 3802 which may comprise adoor or some other type of portal or opening. In a similar fashion tiles2 and 3 are accessible from each other through an interface 3804. Itwill be realized by one skilled in the art that any number of tiles maybe utilized in configuring the virtual-reality map 3602 and these tilesmay interact with each other in a variety of configurations/orientationsas described herein.

Referring now to FIG. 39 , there is illustrated another configuration ofmultiple tiles 3604 wherein tiles 1 and 2 are placed adjacent to eachother in a horizontal direction while tiles 2 and 3 are adjacent in thevertical direction with tile 3 being placed immediately below tile 2.Tiles 1 and 2 are interconnected via an interface 3902 and tiles 2 and 3are interconnected via an interface 3904. As discussed previously, theinterfaces 3902 and 3904 may comprise doors portals or some other meansfor interconnecting the areas represented by the tiles 3604 in the VRworld. It should be appreciated that tile 3 could be placed at anylocation surrounding the interconnected tile 1 and tile 2. The purposefor this arrangement could be to avoid physical obstacles in the areasindicated generally by 3906 that may include a support structure orwall.

Referring now to FIG. 40 , there is illustrated a configuration of tile1, tile 2 and tile 3 wherein rather than placing the tiles directlyadjacent to each other within a virtual reality map 3602 the tiles 3604are spatially separated from each other by a defined distance. In thiscase, since an interface may not directly provide access between thetiles 3604, tiles 3604 are interconnected via a short connector 4002.The connector 4002 may comprise a hallway, pathway or other type ofgeneric interconnection between the areas represented by two separatetiles 3604. The connector 4002 may be a set of connectors that can mapto different physical lengths and have different shapes, such as a rightangle corridor, a straight corridor or any shape of quarter. Each oftypes of connectors 4002 can be modularized with the shape and thelength of each shape or each segment in a shape to facilitate anyphysical mapping.

Each connector 4002 includes an interface 4004 at the opposing endsthereof to enable access to the tile 3604 located at that and of theconnector. Thus, as shown in FIG. 40 , tile 1 and tile 2 are separatedfrom each other by a particular distance and interconnected by aconnector 4002 that may comprise a hallway or pathway having aninterface 4004 at each end thereof enabling an individual in the VRworld to pass between the VR areas represented by tile 1 and tile 2.Similarly, tile 2 and tile 3 are located at an angle to each other butinterconnected by a slanting connector 4002 representing a hallway orpathway of some type also having an interface 4004 at each end thereof.The use of the connectors 4002 enable the placement of the tiles 3604 ata variety of different orientations with respect to each other. Thiscould be very useful in quickly tailoring a VR map 3602 to be utilizedwithin a particular physical space that may be available.

It will be appreciated by those skilled in the art having the benefit ofthis disclosure that this system and method for haptic mapping of aconfigurable virtual reality environment provides a flexible manner forcreating a configurable virtual-reality environment that a user mayphysically interact with while operating within a virtual-reality world.It should be understood that the drawings and detailed descriptionherein are to be regarded in an illustrative rather than a restrictivemanner, and are not intended to be limiting to the particular forms andexamples disclosed. On the contrary, included are any furthermodifications, changes, rearrangements, substitutions, alternatives,design choices, and embodiments apparent to those of ordinary skill inthe art, without departing from the spirit and scope hereof, as definedby the following claims. Thus, it is intended that the following claimsbe interpreted to embrace all such further modifications, changes,rearrangements, substitutions, alternatives, design choices, andembodiments.

What is claimed is:
 1. A method for controlling player movement within avirtual reality system, comprising: dividing an X by Y virtual realityplay area into a plurality of virtual reality environment play areas,each of the plurality of virtual reality environment play areascomprising a portion of the X by Y virtual reality play area;associating a first virtual reality player group with a first virtualreality environment play area of the plurality of virtual realityenvironment play areas, the first virtual reality player group includingat least one player member; associating a second virtual reality playergroup with a second virtual reality environment play area of theplurality of virtual reality environment play areas, the second virtualreality player group including at least one player member; determiningif the second virtual reality environment play area has been vacated bythe second virtual reality player group; if the second virtual realityplayer group has not vacated the second virtual reality environment playarea, preventing entry of the first virtual reality player group intothe second virtual reality environment play area from the first virtualreality environment play area; and if the second virtual reality playergroup has vacated the second virtual reality environment play area,enabling entry of the first virtual reality player group into the secondvirtual reality environment play area from the first virtual realityenvironment play area.
 2. The method of claim 1 further comprising:determining if the first virtual reality environment play area has beenvacated by the first virtual reality player group; if the first virtualreality player group has not vacated the first virtual realityenvironment play area, preventing entry of a third virtual realityplayer group into the first virtual reality environment play area froman area external to the X by Y virtual reality play area; if the firstvirtual reality player group has vacated the first virtual realityenvironment area, enabling entry of the third virtual reality playergroup into the first virtual reality environment from the area externalto the X by Y virtual reality play area.
 3. The method of claim 1further comprising enabling exit of the second virtual reality playergroup from the second virtual reality environment play area uponcompletion of some predetermined activity by the second virtual realityplayer group.
 4. The method of claim 1, wherein the step of enablingentry further comprises: displaying a first virtual reality environmentto the first virtual reality player group; directing the first virtualreality player group to a transport area using the first virtual realityenvironment; determining that the first virtual reality player group hasentered the transport area; displaying a second virtual realityenvironment to the first virtual reality player group; and directing thefirst virtual reality player group to the second virtual realityenvironment play area using the second virtual reality environment. 5.The method of claim 4, wherein the step of preventing entry furthercomprises preventing access to the transport area using the firstvirtual reality environment.
 6. The method of claim 1, wherein the stepof associating the first virtual reality group further comprises thesteps of: determining the second virtual reality group has entered thesecond virtual reality area; initiating a first virtual realityenvironment to the second virtual reality group; establishing apredetermined number of activities to be accomplished by the secondvirtual reality group; determining that each of the predetermined numberof activities have been accomplished by the second virtual realitygroup; and directing the second virtual reality player group to atransport area using the first virtual reality environment responsive tocompletion of the predetermined number of activities.
 7. The method ofclaim 6 further comprising: initiation a predetermined timer forcompletion of the predetermined number of activities by the secondvirtual reality group; determining that the predetermined number ofactivities will be completed prior to expiration of the predeterminedtimer; and increasing the number of predetermined activities responsiveto the determination that the predetermined number of activities will becompleted prior to expiration of the predetermined timer.
 8. The methodof claim 6 further comprising: initiation a predetermined timer forcompletion of the predetermined number of activities by the secondvirtual reality group; determining that the predetermined number ofactivities will not be completed prior to expiration of thepredetermined timer; and decreasing the number of predeterminedactivities responsive to the determination that the predetermined numberof activities will not be completed prior to expiration of thepredetermined timer.
 9. A method for controlling player movement withina fixed virtual reality play area, comprising: dividing an X by Yvirtual reality play area into a plurality of virtual realityenvironment play areas, each of the plurality of virtual realityenvironment play areas comprising a portion of the X by Y virtualreality play area; associating a first virtual reality player group witha first virtual reality environment play area of the plurality ofvirtual reality environment play areas, the first virtual reality playergroup including at least one player member; associating a second virtualreality player group with a second virtual reality environment play areaof the plurality of virtual reality environment play areas, the secondvirtual reality player group including at least one player member;determining if the second virtual reality environment play area has beenvacated by the second virtual reality player group; if the secondvirtual reality player group has not vacated the second virtual realityenvironment play area, preventing entry of the first virtual realityplayer group into the second virtual reality environment play area fromthe first virtual reality environment play area, wherein the step ofpreventing further comprises: displaying a first virtual realityenvironment to the first virtual reality player group; preventing thefirst virtual reality player group from entering a transport area usingthe first virtual reality environment; if the second virtual realityplayer group has vacated the second virtual reality environment area,enabling entry of the first virtual reality player group into the secondvirtual reality environment play area from the first virtual realityenvironment play area, wherein the step of enabling entry furthercomprises: displaying the first virtual reality environment to the firstvirtual reality player group; directing the first virtual reality playergroup to the transport area using the first virtual reality environment;determining that the first virtual reality player group has entered thetransport area; displaying a second virtual reality environment to thefirst virtual reality player group; and directing the first virtualreality player group to the second virtual reality environment play areausing the second virtual reality environment.
 10. The method of claim 9further comprising: determining if the first virtual reality environmentplay area has been vacated by the first virtual reality player group; ifthe first virtual reality player group has not vacated the first virtualreality environment play area, preventing entry of a third virtualreality player group into the first virtual reality environment areafrom an area external to the X by Y virtual reality play area; if thefirst virtual reality player group has vacated the first virtual realityenvironment play area, enabling entry of the third virtual realityplayer group into the first virtual reality environment from the areaexternal to the X by Y virtual reality play area.
 11. The method ofclaim 9 further comprising enabling exit of the second virtual realityplayer group from the second virtual reality environment play area uponcompletion of some predetermined activity by the second virtual realityplayer group.
 12. The method of claim 9, wherein the step of associatingthe first virtual reality group further comprises the steps of:determining the second virtual reality group has entered the secondvirtual reality play area; initiating a first virtual realityenvironment to the second virtual reality group; establishing apredetermined number of activities to be accomplished by the secondvirtual reality group; determining that each of the predetermined numberof activities have been accomplished by the second virtual realitygroup; and directing the second virtual reality player group to atransport area using the first virtual reality environment responsive tocompletion of the predetermined number of activities.
 13. The method ofclaim 12 further comprising: initiating a predetermined timer forcompletion of the predetermined number of activities by the secondvirtual reality group; determining that the predetermined number ofactivities will be completed prior to expiration of the predeterminedtimer; and increasing the number of predetermined activities responsiveto the determination that the predetermined number of activities will becompleted prior to expiration of the predetermined timer.
 14. The methodof claim 12 further comprising: initiation a predetermined timer forcompletion of the predetermined number of activities by the secondvirtual reality group; determining that the predetermined number ofactivities will not be completed prior to expiration of thepredetermined timer; and decreasing the number of predeterminedactivities responsive to the determination that the predetermined numberof activities will not be completed prior to expiration of thepredetermined timer.
 15. A system for controlling player movement withina fixed virtual reality play area, comprising: a plurality of panelsdefining an X by Y virtual reality play area; a transport areaassociated with the X by Y virtual reality play area; a virtual realitysystem for displaying a virtual reality environment to players, whereinthe virtual reality system: divides the X by Y virtual reality play areadefined by the plurality of panels into a plurality of virtual realityenvironment play areas, each of the plurality of virtual realityenvironment areas comprising a portion of the virtual reality play area;associates a first virtual reality player group with a first virtualreality environment play area of the plurality of virtual realityenvironment play areas, the first virtual reality player group includingat least one player member; associates a second virtual reality playergroup with a second virtual reality environment play area of theplurality of virtual reality environment play areas, the second virtualreality player group including at least one player member; determines ifthe second virtual reality environment play area has been vacated by thesecond virtual reality player group; if the second virtual realityplayer group has not vacated the second virtual reality environment playarea, prevents entry of the first virtual reality player group into thesecond virtual reality environment play area from the first virtualreality environment play area, wherein the process of preventing furthercomprises: displays a first virtual reality environment to the firstvirtual reality player group; prevents the first virtual reality playergroup from entering a transport area using the first virtual realityenvironment; if the second virtual reality player group has vacated thesecond virtual reality environment play area, enables entry of the firstvirtual reality player group into the second virtual reality environmentplay area from the first virtual reality environment play area, whereinthe process of enabling entry further comprises: displays the firstvirtual reality environment to the first virtual reality player group;directs the first virtual reality player group to the transport areausing the first virtual reality environment; determines that the firstvirtual reality player group has entered the transport area; displays asecond virtual reality environment to the first virtual reality playergroup; and directs the first virtual reality player group to the secondvirtual reality environment play area using the second virtual realityenvironment.
 16. The system of claim 15, wherein the virtual realitysystem further: determines if the first virtual reality environment playarea has been vacated by the first virtual reality player group; if thefirst virtual reality player group has not vacated the first virtualreality environment play area, prevents entry of a third virtual realityplayer group into the first virtual reality environment area from anarea external to the X by Y virtual reality play area; if the firstvirtual reality player group has vacated the first virtual realityenvironment area, enables entry of the third virtual reality playergroup into the first virtual reality environment play area from the areaexternal to the X by Y virtual reality play area.
 17. The system ofclaim 15, wherein the virtual reality system further enables exit of thesecond virtual reality player group from the second virtual realityenvironment play area upon completion of some predetermined activity bythe second virtual reality player group.
 18. The system of claim 15,wherein the virtual reality system further: determines the secondvirtual reality group has entered the second virtual reality play area;initiates a first virtual reality environment to the second virtualreality group; establishes a predetermined number of activities to beaccomplished by the second virtual reality group; determines that eachof the predetermined number of activities have been accomplished by thesecond virtual reality group; and directs the second virtual realityplayer group to a transport area using the first virtual realityenvironment responsive to completion of the predetermined number ofactivities.
 19. The system of claim 18, wherein the virtual realitysystem further: initiates a predetermined timer for completion of thepredetermined number of activities by the second virtual reality group;determines that the predetermined number of activities will be completedprior to expiration of the predetermined timer; and increases the numberof predetermined activities responsive to the determination that thepredetermined number of activities will be completed prior to expirationof the predetermined timer.
 20. The method of claim 18, wherein thevirtual reality system further: initiates a predetermined timer forcompletion of the predetermined number of activities by the secondvirtual reality group; determines that the predetermined number ofactivities will not be completed prior to expiration of thepredetermined timer; and decreases the number of predeterminedactivities responsive to the determination that the predetermined numberof activities will not be completed prior to expiration of thepredetermined timer.